/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
 */
#ifndef __UI_SHARED_H
#define __UI_SHARED_H


#include "../qcommon/q_shared.h"
#include "../renderer/tr_types.h"
#include "../client/keycodes.h"

#include "../../ui/menudef.h"

#define MAX_MENUNAME 32
#define MAX_ITEMTEXT 64
#define MAX_ITEMACTION 64
#define MAX_MENUDEFFILE 4096
#define MAX_MENUFILE 32768
#define MAX_MENUS 64
// Changed RD
#define MAX_MENUITEMS 128
#define MAX_SCRIPTSIZE 4096
// end changed RD
#define MAX_COLOR_RANGES 10
#define MAX_OPEN_MENUS 16

#define WINDOW_MOUSEOVER   0x00000001 // mouse is over it, non exclusive
#define WINDOW_HASFOCUS    0x00000002 // has cursor focus, exclusive
#define WINDOW_VISIBLE    0x00000004 // is visible
#define WINDOW_GREY      0x00000008 // is visible but grey ( non-active )
#define WINDOW_DECORATION   0x00000010 // for decoration only, no mouse, keyboard, etc.. 
#define WINDOW_FADINGOUT   0x00000020 // fading out, non-active
#define WINDOW_FADINGIN    0x00000040 // fading in
#define WINDOW_MOUSEOVERTEXT 0x00000080 // mouse is over it, non exclusive
#define WINDOW_INTRANSITION  0x00000100 // window is in transition
#define WINDOW_FORECOLORSET  0x00000200 // forecolor was explicitly set ( used to color alpha images or not )
#define WINDOW_HORIZONTAL   0x00000400 // for list boxes and sliders, vertical is default this is set of horizontal
#define WINDOW_LB_LEFTARROW  0x00000800 // mouse is over left/up arrow
#define WINDOW_LB_RIGHTARROW 0x00001000 // mouse is over right/down arrow
#define WINDOW_LB_THUMB    0x00002000 // mouse is over thumb
#define WINDOW_LB_PGUP    0x00004000 // mouse is over page up
#define WINDOW_LB_PGDN    0x00008000 // mouse is over page down
#define WINDOW_ORBITING    0x00010000 // item is in orbit
#define WINDOW_OOB_CLICK   0x00020000 // close on out of bounds click
#define WINDOW_WRAPPED    0x00040000 // manually wrap text
#define WINDOW_AUTOWRAPPED   0x00080000 // auto wrap text
#define WINDOW_FORCED     0x00100000 // forced open
#define WINDOW_POPUP     0x00200000 // popup
#define WINDOW_BACKCOLORSET  0x00400000 // backcolor was explicitly set 
#define WINDOW_TIMEDVISIBLE  0x00800000 // visibility timing ( NOT implemented )
// Changed RD
#define WINDOW_ENDTRANSITION  0x01000000
#define WINDOW_NOTRANSITION   0x02000000
#define WINDOW_FOCUSDISABLE   0x04000000
// end changed RD

// CGAME cursor type bits
#define CURSOR_NONE     0x00000001
#define CURSOR_ARROW    0x00000002
#define CURSOR_SIZER    0x00000004

#ifdef CGAME
#define STRING_POOL_SIZE 128*1024
#else
#define STRING_POOL_SIZE 384*1024
#endif
#define MAX_STRING_HANDLES 4096

#define MAX_SCRIPT_ARGS 12
#define MAX_EDITFIELD 256

#define ART_FX_BASE   "menu/art/fx_base"
#define ART_FX_BLUE   "menu/art/fx_blue"
#define ART_FX_CYAN   "menu/art/fx_cyan"
#define ART_FX_GREEN  "menu/art/fx_grn"
#define ART_FX_RED   "menu/art/fx_red"
#define ART_FX_TEAL   "menu/art/fx_teal"
#define ART_FX_WHITE  "menu/art/fx_white"
#define ART_FX_YELLOW  "menu/art/fx_yel"

#define ASSET_GRADIENTBAR "ui/assets/gradientbar2.tga"
#define ASSET_SCROLLBAR             "ui/assets/scrollbar.tga"
#define ASSET_SCROLLBAR_ARROWDOWN   "ui/assets/scrollbar_arrow_dwn_a.tga"
#define ASSET_SCROLLBAR_ARROWUP     "ui/assets/scrollbar_arrow_up_a.tga"
#define ASSET_SCROLLBAR_ARROWLEFT   "ui/assets/scrollbar_arrow_left.tga"
#define ASSET_SCROLLBAR_ARROWRIGHT  "ui/assets/scrollbar_arrow_right.tga"
#define ASSET_SCROLL_THUMB          "ui/assets/scrollbar_thumb.tga"
#define ASSET_SLIDER_BAR      "ui/assets/slider2.tga"
#define ASSET_SLIDER_THUMB     "ui/assets/sliderbutt_1.tga"
// Changed RD
#define ASSET_SLIDER_THUMB_SEL  "ui/assets/sliderbutt_1.tga"
#define ASSET_CHECKBOX    "ui/assets/checkbox_unchecked.tga"
#define ASSET_CHECKBOX_SEL   "ui/assets/checkbox_checked.tga"
#define CHECKBOX_WIDTH 16.0
#define CHECKBOX_HEIGHT 16.0
#define ASSET_COMBO     "ui/assets/pulldownarrow.tga"
#define ASSET_COMBO_SEL    "ui/assets/pulldownarrow_sel.tga"
#define COMBO_WIDTH 16.0
#define COMBO_HEIGHT 16.0
// end changed RD
#define SCROLLBAR_SIZE 16.0
#define SLIDER_WIDTH 96.0
#define SLIDER_HEIGHT 16.0
#define SLIDER_THUMB_WIDTH 12.0
#define SLIDER_THUMB_HEIGHT 20.0
#define NUM_CROSSHAIRS   10

typedef struct {
	const char *command;
	const char *args[MAX_SCRIPT_ARGS];
} scriptDef_t;

typedef struct {
	float x; // horiz position
	float y; // vert position
	float w; // width
	float h; // height;
} rectDef_t;

typedef rectDef_t Rectangle;

// FIXME: do something to separate text vs window stuff

typedef struct {
	Rectangle rect; // client coord rectangle
	Rectangle rectClient; // screen coord rectangle
	const char *name; //
	const char *group; // if it belongs to a group
	const char *cinematicName; // cinematic name
	int cinematic; // cinematic handle
	int style; //
	int border; //
	int ownerDraw; // ownerDraw style
	int ownerDrawFlags; // show flags for ownerdraw items
	float borderSize; // 
	int flags; // visible, focus, mouseover, cursor
	Rectangle rectEffects; // for various effects
	Rectangle rectEffects2; // for various effects
	int offsetTime; // time based value for various effects
	int nextTime; // time next effect should cycle
	vec4_t foreColor; // text color
	vec4_t backColor; // border color
	vec4_t borderColor; // border color
	vec4_t outlineColor; // border color
	qhandle_t background; // background asset  
} windowDef_t;

typedef windowDef_t Window;

typedef struct {
	vec4_t color;
	float low;
	float high;
} colorRangeDef_t;

// FIXME: combine flags into bitfields to save space
// FIXME: consolidate all of the common stuff in one structure for menus and items
// THINKABOUTME: is there any compelling reason not to have items contain items
// and do away with a menu per say.. major issue is not being able to dynamically allocate 
// and destroy stuff.. Another point to consider is adding an alloc free call for vm's and have 
// the engine just allocate the pool for it based on a cvar
// many of the vars are re-used for different item types, as such they are not always named appropriately
// the benefits of c++ in DOOM will greatly help crap like this
// FIXME: need to put a type ptr that points to specific type info per type
// 
#define MAX_LB_COLUMNS 16

typedef struct columnInfo_s {
	int pos;
	int width;
	int maxChars;
} columnInfo_t;

typedef struct listBoxDef_s {
	int startPos;
	int endPos;
	int drawPadding;
	int cursorPos;
	float elementWidth;
	float elementHeight;
	int elementStyle;
	int numColumns;
	columnInfo_t columnInfo[MAX_LB_COLUMNS];
	const char *doubleClick;
	qboolean notselectable;
} listBoxDef_t;

typedef struct editFieldDef_s {
	float minVal; //	edit field limits
	float maxVal; //
	float defVal; //
	float range; // 
	int maxChars; // for edit fields
	int maxPaintChars; // for edit fields
	int paintOffset; // 
} editFieldDef_t;

#define MAX_MULTI_CVARS 32

typedef struct multiDef_s {
	const char *cvarList[MAX_MULTI_CVARS];
	const char *cvarStr[MAX_MULTI_CVARS];
	float cvarValue[MAX_MULTI_CVARS];
	int count;
	qboolean strDef;
} multiDef_t;

typedef struct modelDef_s {
	int angle;
	vec3_t origin;
	float fov_x;
	float fov_y;
	int rotationSpeed;
	// changed RD
	int animated;
	int startframe;
	int numframes;
	int fps;

	int frame;
	int oldframe;
	float backlerp;
	int frameTime;
	// end changed RD
} modelDef_t;

// Changed RD

typedef struct comboDef_s {
	qboolean combopen;
	Rectangle ComboBox;
	int comboItem;
	vec4_t boxtextcolor;
	vec4_t boxcolor;
	float boxtextscale;
	float maxheight;
	float offsetx;
	float offsety;
} comboDef_t;

#define BOXTEXTSTEP  4
#define BOXTEXTOFFSET  4
// end changed RD

#define CVAR_ENABLE  0x00000001
#define CVAR_DISABLE 0x00000002
#define CVAR_SHOW   0x00000004
#define CVAR_HIDE   0x00000008

typedef struct itemDef_s {
	Window window; // common positional, border, style, layout info
	Rectangle textRect; // rectangle the text ( if any ) consumes     
	int type; // text, button, radiobutton, checkbox, textfield, listbox, combo
	int alignment; // left center right
	int textalignment; // ( optional ) alignment for text within rect based on text width
	float textalignx; // ( optional ) text alignment x coord
	float textaligny; // ( optional ) text alignment x coord
	float textscale; // scale percentage from 72pts
	int textStyle; // ( optional ) style, normal and shadowed are it for now
	const char *text; // display text
	void *parent; // menu owner
	qhandle_t asset; // handle to asset
	const char *mouseEnterText; // mouse enter script
	const char *mouseExitText; // mouse exit script
	const char *mouseEnter; // mouse enter script
	const char *mouseExit; // mouse exit script 
	const char *action; // select script
	const char *onFocus; // select script
	const char *leaveFocus; // select script
	// Changed RD
	const char *transitionEnd; // select script
	// end changed RD
	const char *cvar; // associated cvar 
	const char *cvarTest; // associated cvar for enable actions
	const char *enableCvar; // enable, disable, show, or hide based on value, this can contain a list
	int cvarFlags; //	what type of action to take on cvarenables
	sfxHandle_t focusSound;
	int numColors; // number of color ranges
	colorRangeDef_t colorRanges[MAX_COLOR_RANGES];
	float special; // used for feeder id's etc.. diff per type
	int cursorPos; // cursor position in characters
	void *typeData; // type specific data ptr's	
	// Changed RD
	void *multiData;
	void *comboData;
	int bindtype;
	int bind2click;
	qboolean clickstatus;
	int nofocuscolor;
	vec4_t fadeColor;
	// end changed RD
	int mapnum; // leilei - assigned map number for this button's behavior
	int scralign; // leilei - alignment of ui element
	float scralignfactor; // leilei - factor of adjustment
	int viewsizemin; // leilei - hide this if viewsize 
	int viewsizemax; // leilei - hide this if viewsize 
} itemDef_t;

typedef struct {
	Window window;
	const char *font; // font
	qboolean fullScreen; // covers entire screen 
	int itemCount; // number of items;
	int fontIndex; // 
	int cursorItem; // which item as the cursor
	int fadeCycle; //
	float fadeClamp; //
	float fadeAmount; //
	const char *onOpen; // run when the menu is first opened
	const char *onClose; // run when the menu is closed
	const char *onESC; // run when the menu is closed
	// Changed RD
	const char *opentransitionEnd; // select script
	const char *esctransitionEnd;
	// end changed RD
	const char *soundName; // background loop sound for menu

	vec4_t focusColor; // focus color for items
	vec4_t disableColor; // focus color for items
	itemDef_t *items[MAX_MENUITEMS]; // items this menu contains   
} menuDef_t;

typedef struct {
	const char *fontStr;
	const char *cursorStr;
	// changed RD
	const char *mainname;
	const char *ingamename;
	const char *errorname;
	const char *connectname;
	const char *endname;
	const char *teamname;
	float scrollbarsize;
	float sliderwidth;
	float sliderheight;
	float sliderthumbwidth;
	float sliderthumbheight;
	// end changed RD
	const char *gradientStr;
	fontInfo_t textFont;
	fontInfo_t smallFont;
	fontInfo_t bigFont;
	qhandle_t cursor;
	qhandle_t gradientBar;
	qhandle_t scrollBarArrowUp;
	qhandle_t scrollBarArrowDown;
	qhandle_t scrollBarArrowLeft;
	qhandle_t scrollBarArrowRight;
	// changed RD
	qhandle_t scrollBarHorz;
	qhandle_t scrollBarVert;
	// end changed RD
	qhandle_t scrollBar;
	qhandle_t scrollBarThumb;
	qhandle_t buttonMiddle;
	qhandle_t buttonInside;
	qhandle_t solidBox;
	qhandle_t sliderBar;
	qhandle_t sliderThumb;
	// changed RD
	qhandle_t sliderThumb_sel;
	qhandle_t checkbox;
	qhandle_t checkbox_sel;
	float checkboxwidth;
	float checkboxheight;
	qhandle_t combo;
	qhandle_t combo_sel;
	float combowidth;
	float comboheight;
	// end changed RD
	sfxHandle_t menuEnterSound;
	sfxHandle_t menuExitSound;
	sfxHandle_t menuBuzzSound;
	sfxHandle_t itemFocusSound;
	float fadeClamp;
	int fadeCycle;
	float fadeAmount;
	float shadowX;
	float shadowY;
	vec4_t shadowColor;
	float shadowFadeClamp;
	qboolean fontRegistered;

	// player settings
	qhandle_t fxBasePic;
	qhandle_t fxPic[7];
	qhandle_t crosshairShader[NUM_CROSSHAIRS];

} cachedAssets_t;

typedef struct {
	const char *name;
	void (*handler) (itemDef_t *item, char** args);
} commandDef_t;

typedef struct {
	qhandle_t(*registerShaderNoMip) (const char *p);
	void (*setColor) (const vec4_t v);
	void (*drawHandlePic) (float x, float y, float w, float h, qhandle_t asset);
	void (*drawStretchPic) (float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader);
	void (*drawText) (float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style);
	int (*textWidth) (const char *text, float scale, int limit);
	int (*textHeight) (const char *text, float scale, int limit);
	qhandle_t(*registerModel) (const char *p);
	void (*modelBounds) (qhandle_t model, vec3_t min, vec3_t max);
	void (*fillRect) (float x, float y, float w, float h, const vec4_t color);
	void (*drawRect) (float x, float y, float w, float h, float size, const vec4_t color);
	void (*drawSides) (float x, float y, float w, float h, float size);
	void (*drawTopBottom) (float x, float y, float w, float h, float size);
	void (*clearScene) (void);
	void (*addRefEntityToScene) (const refEntity_t *re);
	void (*renderScene) (const refdef_t *fd);
	void (*registerFont) (const char *pFontname, int pointSize, fontInfo_t *font);
	void (*ownerDrawItem) (float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle);
	float (*getValue) (int ownerDraw);
	qboolean(*ownerDrawVisible) (int flags);
	void (*runScript)(char **p);
	void (*getTeamColor)(vec4_t *color);
	void (*getCVarString)(const char *cvar, char *buffer, int bufsize);
	float (*getCVarValue)(const char *cvar);
	void (*setCVar)(const char *cvar, const char *value);
	void (*drawTextWithCursor)(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int limit, int style);
	void (*setOverstrikeMode)(qboolean b);
	qboolean(*getOverstrikeMode)(void);
	void (*startLocalSound)(sfxHandle_t sfx, int channelNum);
	qboolean(*ownerDrawHandleKey)(int ownerDraw, int flags, float *special, int key);
	int (*feederCount)(float feederID);
	const char *(*feederItemText)(float feederID, int index, int column, qhandle_t *handle);
	qhandle_t(*feederItemImage)(float feederID, int index);
	void (*feederSelection)(float feederID, int index);
	void (*keynumToStringBuf)(int keynum, char *buf, int buflen);
	void (*getBindingBuf)(int keynum, char *buf, int buflen);
	void (*setBinding)(int keynum, const char *binding);
	void (*executeText)(int exec_when, const char *text);
	void (*Error)(int level, const char *error, ...) __attribute__ ((format(printf, 2, 3)));
	void (*Print)(const char *msg, ...) __attribute__ ((format(printf, 1, 2)));
	void (*Pause)(qboolean b);
	int (*ownerDrawWidth)(int ownerDraw, float scale);
	sfxHandle_t(*registerSound)(const char *name, qboolean compressed);
	void (*startBackgroundTrack)(const char *intro, const char *loop);
	void (*stopBackgroundTrack)(void);
	int (*playCinematic)(const char *name, float x, float y, float w, float h);
	void (*stopCinematic)(int handle);
	void (*drawCinematic)(int handle, float x, float y, float w, float h);
	void (*runCinematicFrame)(int handle);

	float yscale;
	float xscale;
	float bias;
	int realTime;
	int frameTime;
	int cursorx;
	int cursory;
	qboolean debug;

	cachedAssets_t Assets;

	glconfig_t glconfig;
	qhandle_t whiteShader;
	qhandle_t gradientImage;
	qhandle_t cursor;
	float FPS;

} displayContextDef_t;

const char *String_Alloc(const char *p);
void String_Init(void);
void String_Report(void);
void Init_Display(displayContextDef_t *dc);
void Display_ExpandMacros(char * buff);
void Menu_Init(menuDef_t *menu);
void Item_Init(itemDef_t *item);
void Menu_PostParse(menuDef_t *menu);
menuDef_t *Menu_GetFocused(void);
void Menu_HandleKey(menuDef_t *menu, int key, qboolean down);
void Menu_HandleMouseMove(menuDef_t *menu, float x, float y);
void Menu_ScrollFeeder(menuDef_t *menu, int feeder, qboolean down);
qboolean Float_Parse(char **p, float *f);
qboolean Color_Parse(char **p, vec4_t *c);
qboolean Int_Parse(char **p, int *i);
qboolean Rect_Parse(char **p, rectDef_t *r);
qboolean String_Parse(char **p, const char **out);
qboolean Script_Parse(char **p, const char **out);
qboolean PC_Float_Parse(int handle, float *f);
qboolean PC_Color_Parse(int handle, vec4_t *c);
qboolean PC_Int_Parse(int handle, int *i);
qboolean PC_Rect_Parse(int handle, rectDef_t *r);
qboolean PC_String_Parse(int handle, const char **out);
qboolean PC_Script_Parse(int handle, const char **out);
int Menu_Count(void);
void Menu_New(int handle);
void Menu_PaintAll(void);
// Changed RD
void Menu_PaintEnd(void);
qboolean Item_EnableShowViaCvar(itemDef_t *item, int flag);
// end changed RD
menuDef_t *Menus_ActivateByName(const char *p);
void Menu_Reset(void);
qboolean Menus_AnyFullScreenVisible(void);
void Menus_Activate(menuDef_t *menu);

displayContextDef_t *Display_GetContext(void);
void *Display_CaptureItem(int x, int y);
qboolean Display_MouseMove(void *p, int x, int y);
int Display_CursorType(int x, int y);
qboolean Display_KeyBindPending(void);
void Menus_OpenByName(const char *p);
menuDef_t *Menus_FindByName(const char *p);
void Menus_ShowByName(const char *p);
void Menus_CloseByName(const char *p);
void Display_HandleKey(int key, qboolean down, int x, int y);
void LerpColor(vec4_t a, vec4_t b, vec4_t c, float t);
void Menus_CloseAll(void);
void Menu_Paint(menuDef_t *menu, qboolean forcePaint);
void Menu_SetFeederSelection(menuDef_t *menu, int feeder, int index, const char *name);
void Display_CacheAll(void);

void *UI_Alloc(int size);
void UI_InitMemory(void);
qboolean UI_OutOfMemory(void);

#ifndef BASEOA
void Controls_GetConfig(void);
void Controls_SetConfig(qboolean restart);
void Controls_SetDefaults(void);
#endif

int trap_PC_AddGlobalDefine(char *define);
int trap_PC_LoadSource(const char *filename);
int trap_PC_FreeSource(int handle);
int trap_PC_ReadToken(int handle, pc_token_t *pc_token);
int trap_PC_SourceFileAndLine(int handle, char *filename, int *line);

void Item_Text_AutoWrapped_Paint(itemDef_t *item);

// Knightmare- screen item alignment types
// Adapted from an i3d thread that applies this to the JK2 source http://forums.inside3d.com/viewtopic.php?f=1&t=5159&p=49084

#define  ALIGN_STRETCH    0
#define  ALIGN_CENTER   1
#define  ALIGN_LETTERBOX  2
#define  ALIGN_TOP   3
#define  ALIGN_BOTTOM   4
#define  ALIGN_RIGHT   5
#define  ALIGN_LEFT   6
#define  ALIGN_TOPRIGHT   7
#define  ALIGN_TOPLEFT   8
#define  ALIGN_BOTTOMRIGHT   9
#define  ALIGN_BOTTOMLEFT  10
#define  ALIGN_TOP_STRETCH  11
#define  ALIGN_BOTTOM_STRETCH  12



#endif
